Improving Students' Vocabulary through Pictionary Board Game

Purnamasari Wulan(1*), Sultani Karman(2),

(1) 
(2) Universiti Malaya
(*) Corresponding Author

Abstract


This research aimed to improve students' vocabulary mastery through the Pictionary board game at the second grade of SMPN 2 Baula. The problem addressed was how the Pictionary board game strategy could improve students' vocabulary mastery. This study used a Classroom Action Research (CAR) design following Kemmis and Taggart's model, comprising two cycles of planning, implementing, observing, and reflecting, and was conducted collaboratively with an English teacher. The subjects were 20 students of class VIII.A. Data were collected through a 30-item multiple-choice vocabulary test and observation sheets covering both student and teacher activity, then analyzed by calculating the mean score and the percentage of students meeting the minimum mastery criterion (KKM = 70). The results showed that students' mean vocabulary score increased from 46.16 in Cycle I, with only 4 students (20%) passing, to 81.81 in Cycle II, with 16 students (80%) passing, thereby meeting the predetermined success criterion. Observed student and teacher activity likewise improved from the “enough” category in Cycle I to the “very good” category in Cycle II. It is concluded that the Pictionary board game is an effective strategy to improve junior high school students' vocabulary mastery and can be recommended as an alternative technique for English vocabulary instruction.

 


Keywords


Classroom action research; junior high school students; Pictionary board game; vocabulary mastery

Full Text:

PDF

References


Ain, R. Q., Nawir, A. R., Putra, A. M. U., Ardiana, & Suwarni. (2022). Pictionary game: Its effect to upgrade ESP students' vocabulary mastery at SMK Negeri 2 Pangkep. ELTIN Journal of English Language Teaching in Indonesia, 11(1), 31–38. https://doi.org/10.22460/eltin.v11i1.p31-38Arikunto, S. (2007). [Judul sumber yang digunakan perlu dikonfirmasi dari sumber asli].

Chang, A. C.-S. (2019). Effects of narrow reading and listening on L2 vocabulary learning: Multiple dimensions. Studies in Second Language Acquisition, 41(4), 769–794. https://doi.org/10.1017/S0272263119000032

Chen, C.-M., Chen, L.-C., & Yang, S.-M. (2019). An English vocabulary learning app with self-regulated learning mechanism to improve learning performance and motivation. Computer Assisted Language Learning, 32(3), 237–260. https://doi.org/10.1080/09588221.2018.1485708

Efiza, L. D. (2017). Improving students' vocabulary mastery through Pictionary board game at grade IV B of Elementary School 36 Pekanbaru [Unpublished thesis]. STIBA Persada Bunda Pekanbaru.

Feng, Y., & Webb, S. (2020). Learning vocabulary through reading, listening, and viewing: Which mode of input is most effective? Studies in Second Language Acquisition, 42(3), 499–523. https://doi.org/10.1017/S0272263119000494

Ferdinandus, M. S., & Rahayaan, F. Z. (2020). Extending students' mastery of vocabulary learned through Pictionary game. Pedagogika: Jurnal Pedagogik dan Dinamika Pendidikan, 8(2), 118–129. https://doi.org/10.30598/pedagogikavol8issue2page118-129

Hamer, W., & Lely, L. N. (2019). Using Pictionary game to increase learners' vocabulary mastery in English language instruction. Journal of English Education Studies, 2(1), 43–51. https://doi.org/10.30653/005.201921.30

He, X. (2019). Choosing words to teach: A novel method for vocabulary selection and its practical application. TESOL Quarterly. https://doi.org/10.1002/tesq.483

Kemmis, S., & McTaggart, R. (1998). The action research planner. Deakin University.

Malik, A. (2019). Improving students' vocabulary by using Back to the Board game at ninth grade of Islamic Junior High School Nurul Yaqin Banyuates Sampang [Unpublished thesis].

Nawawi, N. M., Zuhaimi, N., Sabu, K., Mahamud, N. S. R., & Moh Nasir, N. A. (2021). CEFR for languages and its effective implementation in secondary schools in Malaysia. Asian Journal of Assessment in Teaching and Learning, 11(1). https://doi.org/10.37134/ajatel.vol11.1.6.2021s

Rianty, W. (2018). Improving students' English vocabulary mastery through Pictionary game of SDN 22 Rumbio [Unpublished thesis]. Universitas Pahlawan Tuanku Tambusai.

Rice, C. A., & Tokowicz, N. (2019). A review of laboratory studies of adult second language vocabulary training. Studies in Second Language Acquisition, 42(2), 439–470. https://doi.org/10.1017/S0272263119000500

Schmitt, N. (2019). Understanding vocabulary acquisition, instruction, and assessment: A research agenda. Language Teaching, 52(2), 261–274. https://doi.org/10.1017/S0261444819000051

Yang, Q.-F., Chang, S.-C., Hwang, G.-J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors. Computers & Education, 148, 103808. https://doi.org/10.1016/j.compedu.2020.103808

Zou, D., Huang, Y., & Xie, H. (2019). Digital game-based vocabulary learning: Where are we and where are we going? Computer Assisted Language Learning, 34(5–6), 751–777. https://doi.org/10.1080/09588221.2019.1640745




DOI: https://doi.org/10.31327/jte.v3i2.2883

Article Metrics

Abstract view : 10 times
PDF - 1 times

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Journal of Teaching and Education

Journal of Teaching and Education under ISSN 2963-5667, Jl. Pemuda, No. 339 Kolaka, Southeast Sulawesi, Indonesia.

Universitas Sembilanbelas November Kolaka, USN Scientific Journal Publisher (Hardcopy Provider) Jl. Pemuda, No. 339 Kolaka, Southeast Sulawesi, Indonesia - 93517 E-mail: info@usnsj.com

Creative Commons LicenseJournal of Teaching and Education licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.


Â